#pragma once #include entity turret_projectile(entity actor, Sound _snd, float _size, float _health, float _death, float _proj_type, float _cull, float _cli_anim); void turret_projectile_explode(entity this); float turret_validate_target(entity e_turret, entity e_target, float validate_flags); bool turret_firecheck(entity this); entity turret_select_target(entity this); // turret fields #define X(class, prefix, fld, type) .type fld; TR_PROPS_COMMON(X, , ) #undef X /* .float shot_volly; // smaller than 1 = shoot # times at target .float shot_volly_refire; // refire after completed volly */ .float ticrate; // interal ai think rate .entity tur_head; // top part of the turret .entity tur_defend; // defend this entity .vector tur_shotorg; // shot origin .vector tur_aimpos; // aiming location .float tur_impacttime; // predicted projectile impact time .entity tur_impactent; // entity the projectile hit .float tur_dist_enemy; // distance to enemy .float tur_dist_aimpos; // distance to aim location .float tur_dist_impact_to_aimpos; // distance impact<->aim .float volly_counter; // decrement counter from .shot_volly to 0 .float target_select_time; // last time turret had a valid target .float target_validate_time; // throttle re-validation of current target .float ammo; // current ammo .vector idle_aim; /// Map time control over pain inflicted .float turret_scale_damage; /// Map time control targetting range .float turret_scale_range; /// Map time control refire .float turret_scale_refire; /// Map time control ammo held and recharged .float turret_scale_ammo; /// Map time control aim speed .float turret_scale_aim; /// Map time control health .float turret_scale_health; /// Map time control respawn time .float turret_scale_respawn; // tracking type const float TFL_TRACKTYPE_STEPMOTOR = 1; // hard angle increments, ugly for fast turning with best accuracy const float TFL_TRACKTYPE_FLUIDPRECISE = 2; // smooth absolute movement, looks OK with fair accuracy const float TFL_TRACKTYPE_FLUIDINERTIA = 3; // simulated inertia ("wobbly" mode), worst accuracy, depends on below flags void turret_respawn(entity this); /// updates aim org, shot org, shot dir and enemy org for selected turret void turret_do_updates(entity e_turret); .vector tur_shotdir_updated; .float(entity this) turret_firecheckfunc; // TODO: deprecate! void turrets_setframe(entity this, float _frame, float client_only); bool turret_initialize(entity this, Turret tur); // returns true when box overlaps with a given location bool turret_closetotarget(entity this, vector targ, float range); /// Function to use for target evaluation. usualy turret_targetscore_generic .float(entity _turret, entity _target) turret_score_target; .bool(entity this, entity e_target,entity e_sender) turret_addtarget; .entity pathcurrent; .entity pathgoal; float turret_count; // debugging // Uncomment below to enable various debug output. //#define TURRET_DEBUG //#define TURRET_DEBUG_TARGETVALIDATE //#define TURRET_DEBUG_TARGETSELECT #ifdef TURRET_DEBUG .float tur_debug_dmg_t_h; // total damage that hit something (can be more than tur_debug_dmg_t_f since it should count radius damage) .float tur_debug_dmg_t_f; // total damage .float tur_debug_start; // turret initialization time .float tur_debug_tmr1; // random timer .float tur_debug_tmr2; // random timer .float tur_debug_tmr3; // random timer .vector tur_debug_rvec; // random vector #endif // aiming vector tvt_thadv; // turret head angle diff vector, updated by a successful call to turret_validate_target vector tvt_tadv; // turret angle diff vector, updated by a successful call to turret_validate_target float tvt_thadf; // turret head angle diff float, updated by a successful call to turret_validate_target float tvt_tadf; // turret angle diff float, updated by a successful call to turret_validate_target float tvt_dist; // turret distance, updated by a successful call to turret_validate_target